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Sensor Tower? - Page 5

Forum Index > StarCraft 2 Strategy
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bobucles
Profile Joined November 2010
410 Posts
December 21 2010 00:04 GMT
#81
Takes like 5 siege mode hits to kill 1 chargelot? lolz. Especially since chargelots won't even take massive amounts of splash like any ranged unit. Ridiculously bad. Can't even target fire high templar well, takes three shots to kill one :o.
If there's a viable ground path to your siege tanks, you're playing mech completely wrong. With choke points, island cliffs, salvageable bunkers, and flying buildings to wall off ANYWHERE, there is absolutely no excuse for leaving any less than an impenetrable siege defense.
Conrose
Profile Joined October 2010
437 Posts
December 21 2010 00:10 GMT
#82
An efficient spread of Sensor Towers is amazing in 3v3 and 4v4 games (Especially on maps where mains are spread out), while conditionally useful in 2v2s at fairly specific locations.

1v1s I don't use them much.
Geovu
Profile Blog Joined November 2010
Estonia1344 Posts
December 21 2010 00:11 GMT
#83
It makes me sad and really pissed off when a Terran puts up a single sensor tower and can see in my main on LT or Metal. Or see the whole frigging map on Steppes. I'd have to build 4 observers or more just to spot the radius of a sensor tower completely and you can see cloaked units (!?!) as though Terran had poor detection in the first place.

No Terrans seem to like this building either so if it was removed from the game I think everyone would be happy.
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
December 21 2010 00:27 GMT
#84
On December 21 2010 09:04 bobucles wrote:
Show nested quote +
Takes like 5 siege mode hits to kill 1 chargelot? lolz. Especially since chargelots won't even take massive amounts of splash like any ranged unit. Ridiculously bad. Can't even target fire high templar well, takes three shots to kill one :o.
If there's a viable ground path to your siege tanks, you're playing mech completely wrong. With choke points, island cliffs, salvageable bunkers, and flying buildings to wall off ANYWHERE, there is absolutely no excuse for leaving any less than an impenetrable siege defense.


As if. Please show me someone that is playing mech correctly then using said buildings to wall off, etc. Using cliffs isn't mech play, it's an option viable for mech play. And if you've seen a particular game on LT lately, you'd know it's still worthless even in your scenario.
Rodregeus
Profile Joined August 2010
Australia126 Posts
December 21 2010 01:15 GMT
#85
On December 21 2010 09:11 Geovu wrote:
It makes me sad and really pissed off when a Terran puts up a single sensor tower and can see in my main on LT or Metal. Or see the whole frigging map on Steppes. I'd have to build 4 observers or more just to spot the radius of a sensor tower completely and you can see cloaked units (!?!) as though Terran had poor detection in the first place.

No Terrans seem to like this building either so if it was removed from the game I think everyone would be happy.



I like them, especially if doing drop play. Even more so if it's against Z. You can see exactly where all their overlords are and avoid them accordingly, to get your drop to their base unseen. Also makes OL sniping a hell of a lot easier.

Obviously though not quite as viable on huge maps cause you would need a ton of towers.
Fear the reaper. // lol never mind.
Komsa
Profile Joined November 2010
United States99 Posts
December 21 2010 01:44 GMT
#86
Sensor tower purpose it to make sure ur contain isn't being dropped around. You set up a contain, or in TvT a stalemate then use sensor tower to make sure their army stays on the border of your push/contain...
If you see all his units move out of tower vision or if you see his front line come forward, he's about to try something.

What's the point dreaming of what towers should be in a strategy forum? Watch pro replays, they know how to use them. Take their free advice.
I not only use all the brains that I have, but all that I can borrow. -Woodrow Wilson
Rodregeus
Profile Joined August 2010
Australia126 Posts
December 21 2010 03:27 GMT
#87
On December 21 2010 10:44 Komsa wrote:

What's the point dreaming of what towers should be in a strategy forum? Watch pro replays, they know how to use them. Take their free advice.


Same reason as everything else here i would assume. Both to start a conversation potentially leading to new fun strategies. Along with the fact people here like to talk starcraft, so why the hell not?
Fear the reaper. // lol never mind.
PooNinja
Profile Joined November 2010
Australia46 Posts
December 21 2010 03:36 GMT
#88
On December 21 2010 09:11 Geovu wrote:
It makes me sad and really pissed off when a Terran puts up a single sensor tower and can see in my main on LT or Metal. Or see the whole frigging map on Steppes. I'd have to build 4 observers or more just to spot the radius of a sensor tower completely and you can see cloaked units (!?!) as though Terran had poor detection in the first place.

No Terrans seem to like this building either so if it was removed from the game I think everyone would be happy.


Sensor towers do not detect cloaked units.
Geovu
Profile Blog Joined November 2010
Estonia1344 Posts
December 21 2010 03:53 GMT
#89
On December 21 2010 12:36 PooNinja wrote:
Show nested quote +
On December 21 2010 09:11 Geovu wrote:
It makes me sad and really pissed off when a Terran puts up a single sensor tower and can see in my main on LT or Metal. Or see the whole frigging map on Steppes. I'd have to build 4 observers or more just to spot the radius of a sensor tower completely and you can see cloaked units (!?!) as though Terran had poor detection in the first place.

No Terrans seem to like this building either so if it was removed from the game I think everyone would be happy.


Sensor towers do not detect cloaked units.

I meant that they show up as blips, I might be wrong at that too though.
TehForce
Profile Joined July 2010
1072 Posts
December 21 2010 03:58 GMT
#90
On December 21 2010 12:53 Geovu wrote:
Show nested quote +
On December 21 2010 12:36 PooNinja wrote:
On December 21 2010 09:11 Geovu wrote:
It makes me sad and really pissed off when a Terran puts up a single sensor tower and can see in my main on LT or Metal. Or see the whole frigging map on Steppes. I'd have to build 4 observers or more just to spot the radius of a sensor tower completely and you can see cloaked units (!?!) as though Terran had poor detection in the first place.

No Terrans seem to like this building either so if it was removed from the game I think everyone would be happy.


Sensor towers do not detect cloaked units.

I meant that they show up as blips, I might be wrong at that too though.


just like he said, sensor towers DO NOT detect cloaked units, that includes the "blips".
NesTea <3
fidey
Profile Joined May 2010
United States46 Posts
December 21 2010 04:24 GMT
#91
Sensor towers are f*cking ridiculous, why are Terrans actually whining about 100 gas? It costs 100 gas for a slow moving, noticeable observer that typically dies immediately against any competent player. I wouldn't mind having a xel naga watchtower for 125/100.
It is a lot like nature, you only have as many animals as the ecosystem can support and you only have as many friends as you can tolerate the bitching of
ShootingStar
Profile Joined December 2010
17 Posts
December 21 2010 04:27 GMT
#92
It's pretty silly not to have at least 1 sensor tower, putting supply depots down for spotting is.....OK, but this means you only spot the drop once it is already at your base, it will more than likely be able to snipe off the depot and leave before it gets killed at the very least.

Having a sensor tower mean's you can spot any drops way before they get to you so the chances are you can intercept them and kill them or scare them off with either very minimal damage being sustained if any at all, plus simply having a sensor tower will discourage drops anyway as a drops main power is the element of surprise. Not to mention it also will make you far better at dealing with doom drops which can very easily cripple or end the game for you.

For Terran, and especially a Terran with an immobile army, a sensor tower or 2 is a must in my eye's, people argue it's 100 gas, but seriously it's absolutely ridiculous to think it doesn't pay for itself during a game.
Addishuns
Profile Joined December 2010
United States19 Posts
December 21 2010 04:37 GMT
#93
On December 21 2010 13:24 fidey wrote:
Sensor towers are f*cking ridiculous, why are Terrans actually whining about 100 gas? It costs 100 gas for a slow moving, noticeable observer that typically dies immediately against any competent player. I wouldn't mind having a xel naga watchtower for 125/100.


But observers are cloaked, mobile, and detectors. Sensor towers are immobile, visible, and only detect visible units (at a huge range of course).
Azzur
Profile Blog Joined July 2010
Australia6260 Posts
December 21 2010 04:39 GMT
#94
Sensor towers are useful but they're not that great for they cost an expensive 100 gas. I sometimes use them in the lategame.
fidey
Profile Joined May 2010
United States46 Posts
Last Edited: 2010-12-21 04:48:05
December 21 2010 04:45 GMT
#95
On December 21 2010 13:37 Addishuns wrote:
Show nested quote +
On December 21 2010 13:24 fidey wrote:
Sensor towers are f*cking ridiculous, why are Terrans actually whining about 100 gas? It costs 100 gas for a slow moving, noticeable observer that typically dies immediately against any competent player. I wouldn't mind having a xel naga watchtower for 125/100.


But observers are cloaked, mobile, and detectors. Sensor towers are immobile, visible, and only detect visible units (at a huge range of course).


If you've ever seen any Terran play on Xel Naga Caverns you'll see that a sensor tower covers almost the whole map if it is placed by the gold 3rd. With 2-3 missle turrets there is almost no way any sensible counter attacks or drops could happen.

I'm going to be honest, observers can detect units, but units can also detect observers. They lose half of their utility when they are scouted. And what are you going to detect? Banshees and dark templar? In late game? This is why pheonix hallucination scouting is becoming the dominate method of scouting as P. Observers are not cost effective right now and even with the patch are going to be annoying to get.

PS: 100 gas isn't a lot at all. Aren't marines the staple Terran unit right now? I'd hate to remind any T right now but almost any build is gas heavy besides MMM.
It is a lot like nature, you only have as many animals as the ecosystem can support and you only have as many friends as you can tolerate the bitching of
Gr1m
Profile Joined October 2010
Australia52 Posts
December 21 2010 04:47 GMT
#96
I use it in TvT Fairly often. I find it reassuring to have one in my main so I know Ive got time to respond to drops. I did also use it a couple times on the front lines to ensure no tank flanking but that was because I already had the lead and a maxed army of tank/Viking.
Grim.776 SEA / GRiM.445 NA
ShootingStar
Profile Joined December 2010
17 Posts
December 21 2010 05:00 GMT
#97
TBH I don't even think people understand the concept of a sensor tower and blindly listen that 100 gas is a lot of gas no matter what, what can 100 gas get you really that will be more useful than a sensor tower, Like someone else said, it's basically your own xel'naga tower, and how much are xel'naga's valued by good players, A LOT.

vlovo
Profile Joined November 2010
Netherlands18 Posts
December 21 2010 05:07 GMT
#98
after 15minutes its a realy good tower, especially on LT/meta with close across ravine spawns(or whatever thats called)
bobucles
Profile Joined November 2010
410 Posts
Last Edited: 2010-12-21 05:43:21
December 21 2010 05:39 GMT
#99
On December 21 2010 09:27 FabledIntegral wrote:
Show nested quote +
On December 21 2010 09:04 bobucles wrote:
Takes like 5 siege mode hits to kill 1 chargelot? lolz. Especially since chargelots won't even take massive amounts of splash like any ranged unit. Ridiculously bad. Can't even target fire high templar well, takes three shots to kill one :o.
If there's a viable ground path to your siege tanks, you're playing mech completely wrong. With choke points, island cliffs, salvageable bunkers, and flying buildings to wall off ANYWHERE, there is absolutely no excuse for leaving any less than an impenetrable siege defense.


As if. Please show me someone that is playing mech correctly then using said buildings to wall off, etc. Using cliffs isn't mech play, it's an option viable for mech play. And if you've seen a particular game on LT lately, you'd know it's still worthless even in your scenario.
Oh, I'm sorry, I forgot. This is TL, where pro players a-move their siege tanks across the map.

Siege tanks are the single unit that benefits more from terrain than anything else. They get an advantage every single time a unit has to walk around, climb up, or fight his way through ANY obstacle. Why? Because siege tanks have the longest range in the game. Only a few seconds of obstruction are needed to render an area virtually unassailable, and Terran packs those in spades. All the chargelots and speedlings in the world can't touch a tank on a cliff, and it takes ridiculous numbers to break siege tanks hiding behind anything.

If you aren't using terrain, structures, and cliffs to their FULLEST advantage, you simply aren't playing mech. The extra intel from sensor towers is critical to making sure it works.
xseverityx
Profile Joined October 2010
52 Posts
December 21 2010 06:58 GMT
#100
its rediculously good for close air positions... you basically get to drop with 0 risk if you have a senor tower up.
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